When you've completed the game, you can start a new playthrough with developer commentary enabled. If you haven't beaten the game, be warned that some commentary may spoil puzzle solutions.
In this chamber, you'll find commentary nodes from:
Paul Graham, artist
David Kircher, programmer / tech director
Where are the nodes?
Near the cube dispenser
In front of the orange portal
Screenshots of each node's location are provided beneath their transcripts.
Node 1 transcript
[Paul Graham] Because our test chamber environments were simplified for training purposes, we created visual hot spots within the rooms to guide players' attention. The design is essentially a balance between round objects and sharp objects, the sharp objects representing background elements and the round objects - such as doors and moveable props - comprising our points of visual interest.
Node 2 transcript
[David Kircher] For the first few months of development, we rendered the views through portals to two offscreen textures. This approach was easy to implement and was compatible with a wide range of graphics hardware. Unfortunately, this method was incompatible with antialiasing and consumed a large amount of video memory in order to handle recursive views through several portals. Because of these disadvantages, we switched to a system which renders portal views recursively into the frame buffer with the aid of the stencil buffer to isolate pixels corresponding to a given portal. This is a more effective scheme because it is compatible with antialiasing and does not consume any additional video memory for offscreen textures.
Guide help
This is the low-spoiler guide for "Developer Commentary for Chamber 09" puzzle in Portal. Unlike in normal walkthrough, you get gradual hints on how to solve the puzzle. Click the big button below to see your first hint. If the hint contains a spoiler, you will be warned about it before clicking.
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